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How does sound work in lovers? (Need help with motionsNT)


Art_B

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Posted

I saw this post in the deadra sutra thread and it got me thinking about how sound works in lovers. I am hoping some of the more knowledgeable people here can offer some insight or ideas.

 

TL:DR I am trying to get sound to work well with loversmotionsNT. I can get them to play, but it doesn't sound right.

 

Actually if you did a Google Translate of the page you'll see the MOD author has you finding and using whatever sound files you want' date=' and is not providing any for the MOD...

[/quote']

You could use the sounds from lovers 'fsex' folder(just copy them to the 'se' folder) but because the text keys are only 0.5 secs apart, the 1 to 4 second sound bytes overlap constantly and it doesn't sound right. We need a few good exactly 0.5 second sexual sound bytes. Can anyone who is good at editing sound files provide this?

 

Somehow, lovers and loverscreatures handles the 1-4 second fsex sounds just fine with no overlap. It waits for one sound file to complete before playing the next. As do donkey's anims. The voice sounds in lovers work the same way. My guess is this is because the sounds are called by a script in one of the esps, though I am not sure which esp. The script must have some property that allows one sound byte to complete before playing the next. They definitely do not use text keys embedded in the .kf like motionsNT does; I checked the .kf files to confirm this. My knowledge of scripting is limited so I am having trouble pin-pointing the actual script that does this. Again, help in understanding this would be appreciated.

 

The only reason I can think that the maker of motionsNT would hook up sounds in this way is because sex does not start immediately with his animations. If he went the usual route, then the sex sounds would start immediately and that would not make sense for his animations.

  • 4 weeks later...
Posted

We need a few good exactly 0.5 second sexual sound bytes. Can anyone who is good at editing sound files provide this?

 

Give me a coupe of days, and I can (way busy at the moment). Do you have any specific sound files in mind, or should I just pick some thing out of my audio library?

Posted

We need a few good exactly 0.5 second sexual sound bytes. Can anyone who is good at editing sound files provide this?

 

Give me a coupe of days' date=' and I can (way busy at the moment). Do you have any specific sound files in mind, or should I just pick some thing out of my audio library?

[/quote']

You can probably chop up the sounds already contained in lover fsex folder if you have an audio editing software. What program do you use?

 

PS - They should be in \Oblivion\Data\Sound\fx\lovers\fsex

Posted

Only vaguely related, but does anyone know where the male sound effects are stored? All the ones in /sounds/fx/lovers are female..

Posted

We need a few good exactly 0.5 second sexual sound bytes. Can anyone who is good at editing sound files provide this?

 

Give me a coupe of days' date=' and I can (way busy at the moment). Do you have any specific sound files in mind, or should I just pick some thing out of my audio library?

[/quote']

You can probably chop up the sounds already contained in lover fsex folder if you have an audio editing software. What program do you use?

 

PS - They should be in \Oblivion\Data\Sound\fx\lovers\fsex

 

I have them all, some on Windows, much more on Ubuntu Linux. I think the sounds need to initialy be different than what is in fsex, so we can verify they work. Then move back to using what is in fsex possibly.

Posted

Only vaguely related' date=' but does anyone know where the male sound effects are stored? All the ones in /sounds/fx/lovers are female..

[/quote']

 

In the Oblivion BSA maybe?

Posted

By default the male voices are in:

Oblivion\Data\Sound\fx\lovers\ns4

 

Did this help?

 

Varenne, I am not sure what you mean by "verify that they work",can you elaborate? If you mean "will they play" then yes they will, I have tested them already. If you wish to hear what happens for yourself, you can copy them over from fsex into: \Data\Sound\Fx\NT\se\

 

They will just have overlap issues as I outlined earlier.

 

For the ejaculation sound that lovers already uses, you will need to extract one of the human swallow sounds from the BSA, I forget which one, and place it in:

\Data\Sound\Fx\NT\sperm\

 

But whatever sound files you want to contribute I am grateful for. I just suggested the default lovers because they are already available. Just remember they must be edited to exactly 0.5 seconds. :)

Posted

A men's voice of one kind of the difference is supported.

It is stored in the following folders.

 

sound\fx\lovers\ns0m

 

The composition of the folder under this folder is the same as woman's thing.

Posted

By default the male voices are in:

Oblivion\Data\Sound\fx\lovers\ns4

 

Did this help?

 

Varenne' date=' I am not sure what you mean by "verify that they work",can you elaborate? If you mean "will they play" then yes they will, I have tested them already. If you wish to hear what happens for yourself, you can copy them over from fsex into: \Data\Sound\Fx\NT\se\

 

They will just have overlap issues as I outlined earlier.

 

For the ejaculation sound that lovers already uses, you will need to extract one of the human swallow sounds from the BSA, I forget which one, and place it in:

\Data\Sound\Fx\NT\sperm\

 

But whatever sound files you want to contribute I am grateful for. I just suggested the default lovers because they are already available. Just remember they must be edited to exactly 0.5 seconds. :)

[/quote']

 

I'll just use the fsex files then, turning them into 5 second max. The one in the BSA is not a problem either; easy enough to extract.

 

Think I'll hold off on contributing any new sounds. It has recently been a point of contention and I have no idea if they (what I've collected over the years) are copyrighted material or not, odds are they are.

 

Like I mentioned before could take a day or two as I have other priorities at the moment, but this does interest me as well.

Posted

I believe "fx\nt\se\" are supposed to contain penetration sounds. You can grab em from estrus for example(copy "FXRoper*.wav" files from "Sound\Fx\Estrus\zzEstrusRoperFx\" to "Sound\fx\nt\se\"). And "fx\nt\sperm\" needs ejaculation sound effects(a drinking sound from oblivion is used in other lovers animations here).

Posted

Okay. I selected just one file from the fsex folder, kucyu03.wav and sliced that into .5 second intervals. I used Audacity as it is available for Windows so others here can edit to their hearts content. Try these and let me know if they work. I don't have motionsNT installed at the moment as I had to reduce ESPs for testing of other stuff.

 

Original .wav file used

 

 

 

 

To do this I had to choose which sound bytes to go with. In all 6 pieces of the original I went with those sections that had actual audio, cutting out the silence. (.5 second is not much to work with and I think is kind of limiting.)

 

kucyu03.7z

Posted

Okay. I selected just one file from the fsex folder' date=' kucyu03.wav and sliced that into .5 second intervals. I used Audacity as it is available for Windows so others here can edit to their hearts content. Try these and let me know if they work. I don't have motionsNT installed at the moment as I had to reduce ESPs for testing of other stuff.

 

Original .wav file used

 

 

 

 

To do this I had to choose which sound bytes to go with. In all 6 pieces of the original I went with those sections that had actual audio, cutting out the silence. (.5 second is not much to work with and I think is kind of limiting.)

 

kucyu03.7z

 

Thanks will test tomorrow. :)

  • 2 weeks later...
Posted

Okay. I selected just one file from the fsex folder' date=' kucyu03.wav and sliced that into .5 second intervals. I used Audacity as it is available for Windows so others here can edit to their hearts content. Try these and let me know if they work. I don't have motionsNT installed at the moment as I had to reduce ESPs for testing of other stuff.

 

Original .wav file used

 

 

 

 

To do this I had to choose which sound bytes to go with. In all 6 pieces of the original I went with those sections that had actual audio, cutting out the silence. (.5 second is not much to work with and I think is kind of limiting.)

 

kucyu03.7z

 

Thanks will test tomorrow. :)

 

Did this work or was it a dead end?

Posted

 

Did this work or was it a dead end?

 

Hey! Sorry for the late reply(I got distracted by Xcom release lol)

 

Yes I did test and it sounds much better. The overlap is gone. Thank you so much! If we know who the modder is, maybe we can send this to him so he can include it with future releases of NT.

 

EDit - Though it may sound better with some of the more quiet parts of the sound byte cut back into it. It maybe sounds a bit too "vigorous" right now. heh :D

Posted

 

Did this work or was it a dead end?

 

Hey! Sorry for the late reply(I got distracted by Xcom release lol)

 

Yes I did test and it sounds much better. The overlap is gone. Thank you so much! If we know who the modder is' date=' maybe we can send this to him so he can include it with future releases of NT.

 

EDit - Though it may sound better with some of the more quiet parts of the sound byte cut back into it. It maybe sounds a bit too "vigorous" right now. heh :D

[/quote']

 

Nobody knows who the modder is, fairly anonymous, which is what is preferred I think by Japanese modders.

 

Well it could be looked at two ways. One, increase the length to 1 second. That could include some of the original rise and fall or possibly compression, and a faster playback speed.

 

If you need instructions the first methods would take all of about 3 minutes to learn using Audacity, or just use the included manual. Same for the compression method, maybe a little more reading and experimenting is all.

 

Another way too may be to break up the original sounds and shorten them down to 1, 2 or 3 second intervals, and then add in the other ones. This way neither is dominating the other sounds for playback.

Posted

Well it could be looked at two ways. One' date=' increase the length to 1 second. That could include some of the original rise and fall or possibly compression, and a faster playback speed.

 

If you need instructions the first methods would take all of about 3 minutes to learn using Audacity, or just use the included manual. Same for the compression method, maybe a little more reading and experimenting is all.

 

Another way too may be to break up the original sounds and shorten them down to 1, 2 or 3 second intervals, and then add in the other ones. This way neither is dominating the other sounds for playback.

[/quote']

Again there is the issue of the 0.5 second spacing between each playback which is baked into the animation, which will cause overlap when using any sound bytes over that length.

 

I went ahead and changed the spacing between text keys within the animations to 1 second. This was the most I could do because defmotions 2 and 3 are one second animations themselves, so you can't space the sounds within them any more than that.

 

This resulted in 0.5 seconds of playback(using your sounds) and 0.5 of silence which had a decent rhythm. Unfortunately this would be over-written anytime you install a new version of NT so it is not something I could release. Maybe we could convince the author to space the keys 1 second apart himself, if we knew who it was. He could also increase the loops of defmotion2&3 to make it up to 4-5 seconds as well, something I considered doing myself. Then we could use 4-5 second sound bytes.

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